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Polec1

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Everything posted by Polec1

  1. Made the "head" part, was gonna replace 2 small objects and got massive lag inside of the VAB, can't reload the ship without this massive lag starting and thus my attempt is over. I hate bugs......
  2. Tried stacking 3 mainsail engines ontop of eachother using allow partclipping, Bob flew 10.5km up inside of kerbins atmosphere
  3. Thought I'd get this party started http://imgur.com/rZTh1vg,vov878y,rXTP6UA,KqfG0WT#3 Only 7 kerbals currently working on my station. Fun fact - 3 of them are named Jebediah! The escape pod is not a spaceplane, and doesn't have an engine because it was part of another ship that went on to the Mun. However it does have RCS thrusters that could push it away from the station in case of an emergency and wait for rescue. The station is orbiting at 131km to 133km around Kerbin. There are several(10+) docking ports still available on the station, but I'm afraid my computer Isn't powerful enough to let me add much more without dropping to intolerable framerates. I'm using several mods as you can proabably tell and I'm not meeting up to all the criterias but it's my current space station and I won't be making a new one tonight atleast I didn't use any cheats or "help" mods/programs, only mods I use are there to give more diversity to my stations. Although they provide bigger fueltanks/thrusters which makes it easier sending big objects into space. I hope it's alright that I replied even though I'm not following your instructions to 100%. I might however make a spaceplane and replace my current escape pod(Part 6), that would make it "legit". This is the first time I contribute to a challange and I'm curious to know if mods are OK to use? I haven't seen otherwise been said in any threads I've read, but using only stock parts would probably be the most fair game right? Have a nice day and I hope to see some epic stations that will fuel me with ideas
  4. Although flipping the skycrane without breaking of a piece or 2 from the skycrane will be tough! Saving the Kerbal is "easy", saving the crane is hard
  5. Name: The KerboLauncher Screenshots: http://i.imgur.com/Rv7Uvzg.jpg | http://i.imgur.com/ihgxUz9.jpg | http://i.imgur.com/DjS87i7.jpg | http://i.imgur.com/vysJ4Vw.jpg Mass: About 20 (I counted 19.3 but that was at 3am so I might have messed up a little bit) Parts 62 What is the Kerbolauncher? The Kerbolauncher is our newest design to send kerbals into space(or close to it), the less gravity and atmosphere there is the highrer(ha, get it Harv? Highrer, y u so silly) your kerbal will fly! The KerboLauncher is equipped with 1x LV-T30 engine as the actual kerbal launcher, 2x Rockomax Mark 55 engines that could potentially flip/destroy whatever you need to flip/destroy! There is 540 units of Liquidfuel to make sure these engines work for quite a while, and also 180 units of MonoPropellant. A dockingport that should fit onto your average Mun hangar. To send your kerbals into space using the Kerbolauncher simply extend the ladders and climb up the the LV-T30 and launch that poor guy far into the abyss. Action groups: 1. Toggle LV-30. 2. Toggle Rockomax Mark 55.(Will fire both engines) 3. Toggle Landinglegs. (Make sure you do this before firing your LV-30 at full power, or you might get a flat tire) 4. Toggle all ladders. Center of gravity finetuned, it's right at the modular girder segment for easy space travel transfer. Craft DL: http://www./?you9sfay5oq2fyk (First time I ever uploaded anything, hope I did it properly) I'm usually playing with several mods but I believe I used only vanilla parts for this craft. If there are any errors, please let me know Edit: The Rockomax Mark 55 Engines managed to flip a scycrane I've built from looking at your last video, not all away around but enough to let the kerbals out, also this was done on Kerbin so it should work even smoother on the Mun. In your last video I noticed you couldn't really get the rover to dock on your hangar, you could try using physics warp, sometimes that will help.
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